[Sidefx-houdini-list] DOPS and scale
isstuff at gmail.com
Tue Jan 18 16:46:21 EST 2011
if your doing DOPs you want to set your unit scale before putting down
any DOP nodes. They change values on the nodes that are scene unit
sensitive on creation. So if your not careful you can make a scene
with some values made for meters and some set for center meters.
On 18 January 2011 09:08, Michael K. O'Brien <mobrien at pixar.com> wrote:
> There are several constants in physics simulations that have dependencies on
> distance that aren't exposed (like damping factors). If you try to do really
> large or small scale simulations, float precisions starts to creep in as
> We usually scale the world down so something that is 1 unit == 1m when
> possible. We've had problems with changing the units.
>> -----Original Message-----
>> From: sidefx-houdini-list-bounces at sidefx.com [mailto:sidefx-houdini-
>> list-bounces at sidefx.com] On Behalf Of Peter Bowmar
>> Sent: Monday, January 17, 2011 8:19 PM
>> To: sidefx-houdini-list at sidefx.com
>> Subject: Re: [Sidefx-houdini-list] DOPS and scale
>> I believe 1 unit defaults to 1 metre and 1 weight unit is Kg (forget
>> exactly). It's in the Preferences->Miscellaneous section. So the
>> "smaller object" would have lower mass and therefor less force
>> required to accelerate it.
>> Unless I've really badly forgotten my highschool physics :) in which
>> case I blame the antibiotics...
>> Peter B
>> On 17 January 2011 19:00, Alex Czetwertynski <alex at franktheplumber.com>
>> > When modeling objects to be used in DOPS, does one have to pay
>> attention to scale? I noticed a wind force had a much stronger
>> influence on a smaller object, but I'm not sure what the rule of thumb
>> is in terms of getting things to be in a good mid-range?
>> > staying within the range of the initial grid maybe?
>> > Thanks
>> > Alex
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